Digital Foundry Direct Weekly: 116 | Tech & Gaming
The State of Gaming Hardware and Development
This episode of DF Direct Weekly features a comprehensive discussion on the future of console performance, the current state of PC gaming, and the challenges facing modern game development. The team evaluates the potential for "Pro" consoles, the realities of game optimization, and key updates in cloud streaming technology.
Console Hardware and "Pro" Models
• Phil Spencer recently indicated that Microsoft sees the current generation hardware as sufficient, downplaying the need for a "Pro" mid-gen refresh.
• The team discusses whether a potential PS5 Pro is justified, given that many developers have yet to fully utilize the core capabilities of base consoles due to ongoing cross-generation support.
• Development cycles are becoming significantly longer, leading the panel to propose that we are entering an era of more iterative console cycles rather than massive generational leaps.
Challenges in PC Gaming
• Discussion centers on the ongoing issues with PC ports, specifically highlighting the improvements in The Last of Us Part 1 after its latest patches. While performance has increased significantly for users with Zen 3 CPUs, the initial launch reputation remains hard to overcome.
• The panel touches upon the emergence of Unreal Engine 5 titles, noting that early releases like Layers of Fear provide a promising look at better optimization, though traversal stutter remains a concern.
Cloud Gaming and Streaming
"It is literally the very first time ever that I would say that a cloud experience was good."
• John shares a surprising experience with the high-end tier of GeForce Now, finding that 120fps streaming can be exceptionally responsive under the right conditions.
• The panel emphasizes that while streaming technology is improving, ownership and preservation remain major concerns for the industry, and infrastructure limitations make cloud gaming an inconsistent experience for many users globally.
Q&A: Technical Q&A and Industry Standards
• The team answers questions regarding VRR as a potential magic bullet for 30fps caps (noting it is not), the perception of motion blur in Final Fantasy XVI, and the role of technical Quality Assurance in keeping broken games off the market.
• The episode concludes with a brief look at the Aeneo 2S and frustrations with recent performance-reducing BIOS updates for the ROG Ally.